메뉴 건너뛰기




Volumn 3, Issue 4, 2011, Pages 70-80

Procedural ethos: Confirming the persuasive in serious games

Author keywords

Game development; Instructional design; Persuasive games; Procedural ethos; Procedural rhetoric; Serious games

Indexed keywords

GAME DEVELOPMENT; INSTRUCTIONAL DESIGNS; PERSUASIVE GAMES; PROCEDURAL ETHOS; PROCEDURAL RHETORIC; SERIOUS GAMES;

EID: 84860534636     PISSN: 19423888     EISSN: 19423896     Source Type: Journal    
DOI: 10.4018/jgcms.2011100105     Document Type: Article
Times cited : (13)

References (36)
  • 1
    • 21644468689 scopus 로고
    • Classrooms: Goals, structures, and student motivation
    • doi:10.1037/0022-0663.84.3.261
    • Ames, C. (1992). Classrooms: Goals, structures, and student motivation. Journal of Educational Psychology, 84, 261-271. doi:10.1037/0022-0663.84.3.261
    • (1992) Journal of Educational Psychology , vol.84 , pp. 261-271
    • Ames, C.1
  • 2
    • 79953122535 scopus 로고    scopus 로고
    • Measuring student perceptions: Designing an evidenced centered activity model for a serious educational game development software
    • Annetta, L. A., Holmes, S. Y., Cheng, M.-T., & Folta, E. (2010). Measuring student perceptions: Designing an evidenced centered activity model for a serious educational game development software. International Journal of Gaming and Computer-Mediated Simulations, 2 (3), 24-36.
    • (2010) International Journal of Gaming and Computer-Mediated Simulations , vol.2 , Issue.3 , pp. 24-36
    • Annetta, L.A.1    Holmes, S.Y.2    Cheng, M.-T.3    Folta, E.4
  • 3
    • 77956287065 scopus 로고    scopus 로고
    • The rhetoric of video games
    • In Salen, K., & Zimmerman, E. (Eds.), Cambridge, MA: MIT Press
    • Bogost, I. (2008). The rhetoric of video games. In Salen, K., & Zimmerman, E. (Eds.), The ecology of games: Connecting youth, games, and learning (pp. 117-140). Cambridge, MA: MIT Press.
    • (2008) The Ecology of Games: Connecting Youth, Games, and Learning , pp. 117-140
    • Bogost, I.1
  • 4
    • 54149104978 scopus 로고    scopus 로고
    • Integrating commercial off-The-shelf video games into school curriculums
    • doi:10.1007/s11528-008-0195-0
    • Charsky, D., & Mims, C. (2008). Integrating commercial off-The-shelf video games into school curriculums. TechTrends, 52 (5), 38-44. doi:10.1007/s11528-008-0195-0
    • (2008) TechTrends , vol.52 , Issue.5 , pp. 38-44
    • Charsky, D.1    Mims, C.2
  • 6
    • 84860505675 scopus 로고    scopus 로고
    • Mobility, games, and education
    • In Ferdig, R. (Ed.),. Hershey, PA: Information Science Reference. doi:10.4018/978-1-59904-808-6.ch006
    • Evans, M. A. (2008). Mobility, games, and education. In Ferdig, R. (Ed.), Handbook of Research on Effective Electronic Gaming in Education (Vol. 1, pp. 96-110). Hershey, PA: Information Science Reference. doi:10.4018/978-1-59904- 808-6.ch006
    • (2008) Handbook of Research on Effective Electronic Gaming in Education , vol.1 , pp. 96-110
    • Evans, M.A.1
  • 7
    • 84860522686 scopus 로고    scopus 로고
    • Using commercial off-The-shelf video games to facilitate habits of mind: Spore in the seventh grade life science classroom
    • In Zemliansky, P., & Wilcox, D. (Eds.),. Hershey, PA: Information Science Reference. doi:10.4018/978-1-61520-781-7.ch018
    • Evans, M. A. (2010). Using commercial off-the-shelf video games to facilitate habits of mind: Spore in the seventh grade life science classroom. In Zemliansky, P., & Wilcox, D. (Eds.), Design and Implementation of Educational Games: Theoretical and Practical Perspectives (pp. 262-277). Hershey, PA: Information Science Reference. doi:10.4018/978-1-61520-781-7.ch018
    • (2010) Design and Implementation of Educational Games: Theoretical and Practical Perspectives , pp. 262-277
    • Evans, M.A.1
  • 11
    • 77954913102 scopus 로고    scopus 로고
    • Preparing instructional designers for game-based learning: Part 1
    • doi:10.1007/s11528-010-0400-9
    • Hirumi, A., Appelman, B., Reiber, L., & Van Eck, R. (2010). Preparing instructional designers for game-based learning: Part 1. TechTrends, 54 (3), 27-37. doi:10.1007/s11528-010-0400-9
    • (2010) TechTrends , vol.54 , Issue.3 , pp. 27-37
    • Hirumi, A.1    Appelman, B.2    Reiber, L.3    Van Eck, R.4
  • 13
    • 77949774387 scopus 로고    scopus 로고
    • Uncertainty and engagement with learning games
    • doi:10.1007/s11251-008-9073-6
    • Howard-Jones, P., & Demetriou, S. (2009). Uncertainty and engagement with learning games. Instructional Science, 37 (6), 519-536. doi:10.1007/s11251-008-9073-6
    • (2009) Instructional Science , vol.37 , Issue.6 , pp. 519-536
    • Howard-Jones, P.1    Demetriou, S.2
  • 16
    • 84870269505 scopus 로고    scopus 로고
    • Why Johnny can't fly: Treating games as a form of youth media within a youth development framework
    • In Salen, K. (Ed.),. Cambridge, MA: MIT Press
    • Joseph, B. (2007). Why Johnny can't fly: Treating games as a form of youth media within a youth development framework. In Salen, K. (Ed.), The ecology of games: Connecting youth, games, and learning. Cambridge, MA: MIT Press.
    • (2007) The Ecology of games: Connecting youth, Games, and Learning
    • Joseph, B.1
  • 17
    • 54249153241 scopus 로고    scopus 로고
    • Alternative goal structures for computer game-based learning
    • doi:10.1007/s11412-008-9048-2
    • Ke, F. (2008). Alternative goal structures for computer game-based learning. International Journal of Computer-Supported Collaborative Learning, 3 (4), 429-445. doi:10.1007/s11412-008-9048-2
    • (2008) International Journal of Computer-Supported Collaborative Learning , vol.3 , Issue.4 , pp. 429-445
    • Ke, F.1
  • 18
    • 50049084343 scopus 로고    scopus 로고
    • Examining the pedagogical foundations of modern educational computer games
    • doi:10.1016/j.compedu.2008.05.004
    • Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51 (4), 1729-1743. doi:10.1016/j.compedu.2008.05.004
    • (2008) Computers & Education , vol.51 , Issue.4 , pp. 1729-1743
    • Kebritchi, M.1    Hirumi, A.2
  • 20
    • 79953892315 scopus 로고    scopus 로고
    • Transmedia teens: Affect, immaterial labor, and user-generated content
    • doi:10.1177/1354856510383363
    • Marten, M. (2011). Transmedia teens: Affect, immaterial labor, and user-generated content. Convergence: The International Journal of Research into New Media Technologies, 17 (1), 49-68. doi:10.1177/1354856510383363
    • (2011) Convergence: The International Journal of Research into New Media Technologies , vol.17 , Issue.1 , pp. 49-68
    • Marten, M.1
  • 21
    • 27944460532 scopus 로고    scopus 로고
    • Principles of multimedia learning based on social cues: Personalization, voice, and image principles
    • In Mayer, R. (Ed.), Cambridge, UK: Cambridge University Press
    • Mayer, R. (2005). Principles of multimedia learning based on social cues: Personalization, voice, and image principles. In Mayer, R. (Ed.), The Cambridge handbook of multimedia learning (pp. 201-212). Cambridge, UK: Cambridge University Press.
    • (2005) The Cambridge handbook of Multimedia Learning , pp. 201-212
    • Mayer, R.1
  • 22
    • 58449130173 scopus 로고    scopus 로고
    • The motivating role of violence in video games
    • doi:10.1177/0146167208327216
    • Przybylski, A. K., & Ryan, R. M. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35 (2), 243-259. doi:10.1177/0146167208327216
    • (2009) Personality and Social Psychology Bulletin , vol.35 , Issue.2 , pp. 243-259
    • Przybylski, A.K.1    Ryan, R.M.2
  • 23
    • 34547419242 scopus 로고    scopus 로고
    • Multimedia learning in games, simulations, and microworlds
    • In Mayer, R. (Ed.),. Cambridge, UK: Cambridge University Press
    • Reiber, L. (2005). Multimedia learning in games, simulations, and microworlds. In Mayer, R. (Ed.), The Cambridge handbook of multimedia learning (pp. 549-568). Cambridge, UK: Cambridge University Press.
    • (2005) The Cambridge handbook of Multimedia Learning , pp. 549-568
    • Reiber, L.1
  • 27
    • 70350093300 scopus 로고    scopus 로고
    • Children and video games: Addiction, engagement, and scholastic achievement
    • doi:10.1089/cpb.2009.0079
    • Skoric, M., Teo, L., & Neo, R. (2009). Children and video games: Addiction, engagement, and scholastic achievement. Cyberpsychology & Behavior, 12 (5), 567-572. doi:10.1089/cpb.2009.0079
    • (2009) Cyberpsychology & Behavior , vol.12 , Issue.5 , pp. 567-572
    • Skoric, M.1    Teo, L.2    Neo, R.3
  • 28
    • 79952816773 scopus 로고    scopus 로고
    • Motivation and new media: An introduction to a special issue
    • doi:10.1007/s11423-011-9189-2
    • Small, R. V. (2011). Motivation and new media: an introduction to a special issue. Educational Technology Research and Development, 59 (2), 177-180. doi:10.1007/s11423-011-9189-2
    • (2011) Educational Technology Research and Development , vol.59 , Issue.2 , pp. 177-180
    • Small, R.V.1
  • 29
    • 84860508024 scopus 로고    scopus 로고
    • October 1). Retrieved from
    • Smith, J. H. (2007, October 1). Games research. Retrieved from http://game-research.com/index.php/book-reviews/book-review-persuasive-games- the-expressive-power-of-videogames/
    • (2007) Games Research
    • Smith, J.H.1
  • 30
    • 29144507248 scopus 로고    scopus 로고
    • (Producer/Director). New York, NY: Kathbur Pictures
    • Spurlock, M. (Producer/Director). (2004). Super Size Me [Motion picture]. New York, NY: Kathbur Pictures.
    • (2004) Super Size Me [Motion Picture]
    • Spurlock, M.1
  • 31
    • 84996220783 scopus 로고    scopus 로고
    • From content to context: Videogames as designed experience
    • doi:10.3102/0013189X035008019
    • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35 (8), 19-29. doi:10.3102/0013189X035008019
    • (2006) Educational Researcher , vol.35 , Issue.8 , pp. 19-29
    • Squire, K.1
  • 33
    • 33745255765 scopus 로고    scopus 로고
    • GameFlow: A model for evaluating player enjoyment in games
    • Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3 (3), 1-24.
    • (2005) ACM Computers in Entertainment , vol.3 , Issue.3 , pp. 1-24
    • Sweetser, P.1    Wyeth, P.2
  • 34
  • 35
    • 0345966891 scopus 로고    scopus 로고
    • United States Copyright Office. Retrieved from
    • United States Copyright Office. (2001). Limitations on exclusive rights: Fair use. Retrieved from http://www.copyright.gov/title17/92chap1.html#107
    • (2001) Limitations on Exclusive Rights: Fair Use
  • 36
    • 33751513124 scopus 로고    scopus 로고
    • Digital game-based learning: It's not just the digital natives who are restless
    • Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 41 (2), 16-30.
    • (2006) EDUCAUSE Review , vol.41 , Issue.2 , pp. 16-30
    • Van Eck, R.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.